using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerStateReusableData
{
   public Vector2 InputMovement { get; set; }
   public float MovementSpeedModify { get; set; }
   public float MovementSpeedModifyOnSlope { get; set; }
   public bool ShouldWalk { get; set; }
   public bool ShouldSprint { get; set; }

   private Vector3 currentTargetRotation;
   public ref Vector3 CurrentTargetRotation => ref currentTargetRotation;
   private Vector3 timeToReachTargetRotation;
   public ref Vector3 TimeToReachTargetRotation => ref timeToReachTargetRotation;
   private Vector3 dampedTargetRotationCurrentVelocity;
   public ref Vector3 DampedTargetRotationCurrentVelocity => ref dampedTargetRotationCurrentVelocity;
   private Vector3 dampedTargetRotationPassedTime;
   public ref Vector3 DampedTargetRotationPassedTime => ref dampedTargetRotationPassedTime;

   public float DecelerationForce;

   public PlayerRotationData RotationData;

   public Vector3 CurrentJumpForce;

}
